What if I want to fly an all A-wing fighter group?

By R22, in Star Wars: Armada

I'm dying to see the stats for the Interceptors, because if i like them enough, I'll consider using them as my sole fighter support for my imperial fleets, and it will look awesome.

From what I've seen of the rebel fighters (I haven't really looked at imp ones), each type is geared towards a specific role. Fighters have different dice vs. other squadrons or capital ships. This means that some are designed to attack ships, whilst others are better at attacking other squadrons. Given their speed I would expect Interceptors to fill the anti-squadron role (I'm not sure how/if this ties in with the lore though).

At least for Rebels, I cant really see any 1 type of fighter working out too well on it's own, with the possible exception of X-Wings.

A-Wings simply wont hurt Imperial capital ships enough to be able to support the less powerful Rebel capitals

B and Y wings will be turned into mincemeat by TIEs

X-Wings can actually do ok against both types of enemy, but they still wouldnt be as efficient as a mix.

Imperials can get away with it more...their capitals are far more designed for heavy combat and brawling against other line ships, so they can focus on bringing lots of superiority fighters and let their big guns take on the Rebels while the TIEs cover them.

Which, come to think of it, suits the background and "historical" force compositions just about perfectly.

Well played FFG.

I'm dying to see the stats for the Interceptors, because if i like them enough, I'll consider using them as my sole fighter support for my imperial fleets, and it will look awesome.

From what I've seen of the rebel fighters (I haven't really looked at imp ones), each type is geared towards a specific role. Fighters have different dice vs. other squadrons or capital ships. This means that some are designed to attack ships, whilst others are better at attacking other squadrons. Given their speed I would expect Interceptors to fill the anti-squadron role (I'm not sure how/if this ties in with the lore though).

We know from the cards that they have the counter ability, which does make them good against other fighters (and I think I saw Swarm as well) But other information hasn't been seen yet, like their point cost.

It would be fun to put counter 1 on Y-Wings because of the turrets on them

i have the feeling that would make them OP

Did anyone mention Assault Gunboats? (Yeah I LOVE them.)

Tough as nails, large warhead payload, capable of independent operations, a bit sluggish when it comes to handling but nothing clever energy management couldn't overcome. Did I mention ion cannons?

I can see fielding flightgroups of these to conduct hammer and anvil type attacks being very feasible:

Your conventional fleet drops in front of the enemy while the GUNs drop in behind the rebel fleet and unleash a salvo of warheads.

...heck is there even a provision for receiving reinforcements in Armada?

I imagine that we're going to learn that a balance of capabilities is what will work best in this game.

To the OP's example, it seems to me that A-Wings' purpose is to intercept and harass enemy units in order to provide cover for others. So, for example, if Y/B-wings are intending a bombing run at an Imperial capital ship, then A-Wings can intercept the capital ship's TIE fighter escort, and keep those TIE fighters from bringing down the Y/B-wings before they reach their target.

In other words, A-Wings are not a stand-alone type of unit.